Showing posts with label deck. Show all posts
Showing posts with label deck. Show all posts

Tuesday, October 18, 2011

What about Agent Angels?

Agent Angels... 3 structure decks melded into a top-tier deck. Everyone asked for it for years, and when it finally came, everyone became angry?

I read somewhere on another blog that Tengu-driven Synchro and Agent Angel are opposites, because Tengu wins by doing any move that currently is good and having a good number of moves to chose from, and that Agent Angel only can do Earth into Venus, Venus into Gachi, and then drop boss monsters till they win.
Of course the variants playing T.G. monsters also have the options to do minor Synchro plays, but that is mostly irrelevant.

I used to believe that as well, until the last tournament I played in.


This guy played an insanely teched Agent Angel.


He played these cards in his deck:

These cards offer so much for the deck. Agent Angel has space, he chose to fill that space by thinking smartly, breaking new ground. The only other tech choices I've seen are Debris Dragon, Card Trooper, Genex Ally Birdman and the not-so-techish Tour Guide.

These cards have synergy, which is the first thing to note. A drop of Exodius followed by Eatos is powerful. Also, Exodius recylces Mystical Shine Balls, which few other cards can do effectively (barring Pot of Avarice, but that counteracts against Hyperion and Venus more). He is also always playable, makes for some great surprise plays.
Keep in mind that you can overlay Daigusto Phoenix, giving you an instant Shine Ball for giving Exodius 1000 ATK, then you attack and send down the third Shine Ball for 2000 ATK.
1600+2000+1500+1500 = 7600. That is quite a lot for a combo requiring two unrestricted cards and any 1 monster in your Graveyard. Of course this result won't be achieved everytime, but I hope you get the point.

Debris Dragon is played to give greater Synchro options, mainly for the Shine Ball+Debris+Venus=Trishula play, but also in some extent for Trident Dragion. Yes, Trident Dragion.
This is another underrated card, which should see more play. Debris+Iron Chain is this fabolous card which will, ALWAYS, come as a surprise. Surprise is a great moment. It is however not as fun when your opponent drops Herald on your Trident Dragion. Makes me want to scream.

If you control Venus and Earth, you pay out for 3 Shine Balls, synchro Iron Chain or Orient Dragon, then summon Debris Dragon, resurrect the Shine Ball and synchro Triden Dragion. Boom the Shine Balls, drop Kristya (3 Shine Balls, 1 Earth).
Good game next please.

Yes, it is a bit situational, but I assure you that plays like that are possible, and even if they weren't, Debris Dragon is still a good tech.

Sunday, October 16, 2011

[Deck]D.D. Unicorn Knight Synchro

3 D.D. Unicorn Knight
3 T.G. Striker
3 T.G. Warwolf
1 Dark Armed Dragon
1 Black Luster Soldier - Envoy of the Beginning
2 Chaos Sorcerer
2 Effect Veiler
1 Gorz the Emissary of Darkness
1 Plaguespreader Zombie
1 Sangan
2 Armageddon Knight
2 Necro Gardna


3 Gold Sarcophagus
1 Allure of Darkness
1 Book of Moon
1 Mind Control
1 Monster Reborn
1 Reinforcement of the Army
1 Dark Hole
1 Heavy Storm


2 Bottomless Trap Hole
2 Call of the Haunted
2 Solemn Warning
1 Mirror Force
1 Solemn Judgment

1 Ally of Justice Catastor
1 Armory Arm
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Scrap Dragon
1 Stardust Dragon
1 T.G. Wonder Magician
1 Trishula, Dragon of the Ice Barrier
1 X-Saber Urbellum
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon
1 Number 39: Utopia
1 Steelswarm Roach
1 Wind-Up Zenmaines


Finally here! D.D. Unicorn Knight Synchro.
The obvious goal of this deck is to make powerful synchros in short time by Special Summoning tuner monsters, then following them up with D.D. Unicorn Knight (DDUK), using his effect to fetch a banished monster and then make a Synchro. The inclusion of 3 Gold Sarcophaguses are for banishing Sangan, giving you a 'free' Trishula using Striker+DDUK+Sangan.

The Armageddon Knights give you a bit more control by sending down either Plaguespreader for DDUK summoning next turn, or a Necro Gardna for banishing (remember, you can banish it anytime you want during your opponent's turn before their battle phase, and it will negate the next attack) giving you setup for DDUK.

I encourage you to try this idea out if you like the concept, as my testing haven't been too much. The deck fares generally well, but unless you open with something to banish you own monster you will find yourself in a position were DDUK has no targets for his effect. I can't say it's common, but it hardly is a rare situation either.

The one card I want to play but can't fit into the deck is Genex Ally Birdman. This card has some great synergy with the deck. Bounce your own monsters for a Tuner, or bounce DDUK and play him again to summon another banished target. Do note that there are no LIGHT monster cards in this deck that can be summoned through his effect, so your best bet is Necro Gardna or Sangan.

I used to play Tour Guides, but decided to cut them since right about every deck plays counters to it and I don't feel like paying for them since I want to build this deck outside of Dueling Network, so I removed them and the 1 Esper Girl/1 Dark Resonator I used to play for 2 Armageddon Knight and 2 Necro Gardna. This somewhat reduced consistency since you no longer has 4 Sangan, but made D.D. Unicorn plays easier, which I value over a card that has poor synergy overall with the deck.

Overall, the deck performs well. It is also surprising to see how bad people on Dueling Network play. I Special Summon Striker. I Special Summon DDUK, bringing back Sangan. Now a comment usually appears, either "Cool", "Nice idea", "Wow", or "You're just lucky" based on whom I am facing. Then, I synchro Trishula. Now my opponent drops Effect Veiler. This gives me a 2700 body and a search with Sangan as well as a DARK and LIGHT in the Graveyard.
If they had Veilered DDUK instead, I wouldn't have gotten any search, no DARK in the Graveyard and a level 6 instead of a level 9.

I will try a version with Plants and Hidden Armory, then possibly a version with Bazoo the Soul-Eater, Dark Desertapir, Card Trooper and so on. It will be like a Bazoo Return OTK!
...or maybe not.

Thursday, August 18, 2011

[DECK]Unexpected Hero

Main props for this deck goes to Dreadscythe Harvester, although I will be showing my evolved version of the deck.

This is another deck with Future Fusion. It's also tested around 30 games, using my DS. The bots are stupid but the people online ain't therefore I'd say the testing is around 50% accurate.
On the side note about testing, the previous Tour World deck is now at 103-9.

3 Alien Ammonite
2 Alien Hypno
1 Elemental HERO Stratos
3 Elemental HERO Neos Alius
1 Elemental HERO Ice Edge
2 Card Trooper
1 Glow-Up Bulb
1 Plaguespreader Zombie
1 Sangan
1 Blackwing - Zephyros the Elite
1 Gorz the Emissary of Darkness
1 Featherizer

1 Future Fusion
3 Mystical Space Typhoon
1 Heavy Storm
1 Mind Control
1 Monster Reborn
1 Pot of Avarice
3 Miracle Fusion
2 Gemini Spark
2 Pot of Duality
2 Swords of Revealing Light

2 Call of the Haunted
2 Solemn Warning
1 Mirror Force

3 Cosmic Fortress Gol'gar
1 T.G. Hyper Librarian
1 Brionac, Dragon of the Ice Barrier
1 Trishula, Dragon of the Ice Barrier
1 Black Rose Dragon
1 Scrap Dragon
1 Elemental HERO Escuridão
2 Elemental HERO Absolute Zero
2 Elemental HERO Great Tornado
1 Elemental HERO Gaia
1 Elemental HERO the Shining



The deck aims to recycle with Gol'gar. Future Fusion, SoRL and Call of the Haunted are great targets.
The deck is a little tight, but you should be able to see the reasoning behind the cards.
Realized I did a lot of decks containing the Future Fusion+Elemental HERO combo. Must try doing something else, but a recycleable Foolish Burial is simply to good, I guess.
Why don't all decks play Future Fusion? All decks CAN splash it, but I guess a lot of decks wouldn't earn anything by dumping, Gravekeeper is an example.

If you have Ammonite and Future Fusion in hand, you can dump Zephyros and a Hero, then play it again for Hypno and a Hero, and finish of by either summoning Trishula or bounce it for the third time with Gol'gar.
Either way, you now have all three Miracle Fusions as live cards, which is good, right?
Try getting more than one Gol'gar out and your opponent will see chaos.

Wednesday, August 17, 2011

[DECK]TourWorld

Unlike the other malevolent and random creations I have posted so far, this deck is thoroughly played and understood.
The deck in question is Dark World, using the new Hell's Gate Starter deck and the TCG-exclusive Tour Guide from the Underworld in splendid overpower.
Such a deck is illegal in both OCG and TCG, but by using Dueling Network this creation has come to life. Some claim it should never have seen the light of day.

3 Grapha, Dragon God of Dark World
3 Snow, Mage of Dark World
3 Broww, Huntsman of Dark World
3 Goldd, Wu-Lord of Dark World
3 Tour Guide from the Underworld
1 Dark Armed Dragon
1 Sangan
1 Plaguespreader Zombie

3 Dark World Lightning
3 Gate of the Dark World
3 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Monster Reborn
1 Mind Control
1 Card Destruction

2 Bottomless Trap Hole
2 Solemn Warning
1 Mirror Force
1 Torrential Tribute
1 Solemn Judgment


1 Ally of Justice Catastor
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Scrap Dragon
1 Trishula, Dragon of the Ice Barrier
1 Adrius, Keeper of Armageddon
2 Tiras, Keeper of Genesis
2 Number 17: Leviathan Dragon
1 Steelswarm Roach
1 Number 39: Utopia
2 Leviair the Sea Dragon




It doesn't play Future Fusion!
And yet it wins.
The most obvious combo is the Tour Guide from the Underworld searching Sangan and making Leviathan, then detach and search another good card. In most cases this is another Tour Guide.

The best combo is really simple. This deck is quite simple, but I'll go over it more thoroughly anyway, if you don't like reading excessive long essays skip to the combo section.


Wall of useless text start.


The monster are pretty much optimized, although I could see myself dropping the Dark Armed and Plaguespreader. Preferably for Bronn or Beiige, giving this deck more discarding power or an extra  target for the Rank 3's.
Playing at least 1 Raven or 1 Bronn should work out, especially Raven given you can search it out with Sangan, basically giving you five copies of it in your deck. Bronn and Raven are both monster cards however, and this is good; giving you more outs to a t1 Shi En which the deck usually struggles against, but honestly which deck doesn't?
The triple Goldd might look like to much; and it is.
However, the deck needs to be able to Exceed into the Rank 5's and therefore they stay, or at worst I might drop 1 for a Sillva but it doesn't actually modify the count of level 5 Dark Worlds. It should be possible to play another level 5, for example Cyber Dragon, but it feels like non-Fiends slow the deck down to much.

In the Spell section you might notice the lack of Dark World Dealings. It's not that I've forgotten it, but rather that I decided not to play it. Why?
It's effect is really good. Yes, I'd love to play it.
But you auto-lose the mirror match if you do, so therefore it is a excluded. I have actually won 2 mirror matches due to their Dark World Dealings.
I simply hate Giant Trunade except in REALLY fast decks and therefore it is also excluded. Book of Moon is absent once again, and as much as I'd like playing it I prefer this deck at 40 cards.
If you really feel like playing Book; drop the Allure, it doesn't do much anyway.

The traps isn't really much to talk about. All the staples except Call, because it basically serves no purpose in this deck. I would like to play 1-2 Virus Cards as well, but after testing it just didn't click for me.  But in theory the would provide a huge edge against T.G. and Gravekeeper. T.G. is about hard, but Gravekeeper is smooth sailing all day. They can't use Royal Tribute without losing and you can trump their Necrovalley. You can fight without Gate but they can't fight without Necrovalley.

This deck beats basically EVERYTHING (yes, eveything. But in capital letters) except for Six Samurai dropping t1 Shi En and Macro dropping t1 Dimensional Fissure/Macro Cosmos. I know Macro Cosmos is t2 but yeah anyway.
The problem for the opposing decks is that their protection is too easily ravaged by Dark World Lightning. I honestly believe that this card, even with the mirror match aspect excluded, is superior to Dark World Dealings.
It wrecks Gladiator Beast, along with Plants (but only early game due to Limit Reverse), and the card is MVP vs T.G. and Gravekeeper, destroying loads of cards for simple cost. A 2 for 2 destruction card is simply too good, and it also sets up for greater combos, more on that below.

I read on a blog somewhere that T.G. generally beats Dark World. Do I think this is true?
I honestly believe T.G. has and edge but it is by no means an autoloss. They set some cards and summon Tengu/T.G., normally a very good play and hard-countered play.
But you play down Dark World Lightning, either wiping their precious 1 for 1 removal/unchainable TG1-EMI or forcing them to chain Skill Drain/Horn of the Phantom Beast. If they chain you sadly won't be able to discard, but a flipped Horn is much less terrifying than a facedown one, really.
If you succeed in DWL, you discard a card putting further pressure.
Hopefully you will hold a Grapha for simple use, killing another S/T and crippling them. Because T.G. thrives on having their MONSTER CARDS killed, not their backrows. All the monsters are fairly weak and even with Skill Drain in play Grapha proves an almost unstoppable force without Dimensional Prison/Bottomelss Trap Hole.

Gladiator Beast also seems hard but except for Tour Guide and Sangan it basically doesn't have any good targets for Chariot. Once again, wreck with DWL and Grapha combo.
The annoying thing is that anything smaller than Grapha will be insta-killed (with our without Forbidden Lance), so therefore it is advisable to conserve. The key here is to play well, not draw well really. Even if it of course helps.

Wall of useless text end.




Combo part! Yay! I don't feel like coming up with phony names for the combos, so unless you have good ideas for stupid names, in which case you may feel free to comment, these names will stick.


Tour Guide Gate
  1. Summon Tour Guide of the Underworld, grab Sangan and overlay for Leviathan, detach and search (Dueling Network is mostly TCG community). Grab "something good", for example a second Tour Guide if you have a Dark World in hand, or a Broww if not.
  2. Discard and profit from the Dark World using Gate.
  3. You have earned 2 free cards and set up.

Tour Guide Gate Grapha
  1. Same step as above but make Leviair instead.
  2. Remove Dark World using Gate to draw and discard Grapha, blowing up a card.
  3. Detach and summon a level 4 or lower Dark World, return it for Grapha.
  4. You have earned 3 free cards (4 if using Sangan).

All the combos are really simple and earn a lot of advantage. The second combo also inflicts 4800 damage as well as destroying a card.
If you used Allure on a level 4 or lower before combo 1 you can go for Leviair instead of Leviathan and detach Sangan to special summon that monster.

During the next list, I'd replace Allure and 1 PoD for MST and Heavy Storm.
The Extra Deck will probably include Ally of Justice Decisive Armor if Lightsworn becomes big.


Oh, and I'm 61-5 on Dueling Network using this deck. Consistent right?
Might add more combos later.

I'm obsessed with Berserk Dragon!

For those of you who don't know, I'm obsessed with Berserk Dragon. I just boundlessly love the card, and with the new format his time to shine is here. Behold an unholy combination of engines into Berserk-HERO-Synchro!

2 Berserk Dragon
2 Summoner Monk
1 Rose, Warrior of Revenge
1 Elemental HERO Stratos
3 Elemental HERO Neos Alius
2 Elemental HERO Ocean
1 Elemental HERO the Heat
1 Blackwing - Zephyros the Elite
3 Scrap Beast
2 Scrap Chimera

3 A Deal with a Dark Ruler
3 Miracle Fusion
3 A Hero Lives
3 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
2 Stardust Shimmer
1 Future Fusion
1 Mind Control
1 Foolish Burial

3 Royal Decree

3 Scrap Dragon
2 Stardust Dragon
1 Colossal Fighter
1 Dark End Dragon
1 Thought Ruler Archfiend
1 Elemental HERO Escuridão
1 Elemental HERO Absolute Zero
1 Elemental HERO Great Tornado
1 Elemental HERO Gaia
1 Elemental HERO the Shining
1 Elemental HERO Nova Master
1 Inverz Roach




As with all good decks, this runs E-Heroes and Future Fusion (seriously what's up? The last post also heavily included that card).

Try to get ut as many level 8s as possible, then just beat down for victory. Hope this works out haven't tested incredibly much yet.

Tuesday, August 16, 2011

Future Fusion is broken.

With the new ban list soon to be out, we notice several things.
First of, Debris-Dandy-Junk-Doppel (or whatever you want to call it) was supposed to be hit severely, and it was.
Secondly, Future Fusion wasn't banned! Happy days for insane combos!
(I know I left out a lot about the ban list but this post is about Future Fusion not the list, deal with it)

Future Fusion is really broken. But that fact spawns from all these 'generic' Fusions we have received, such as Elemental Hero Absolute Zero and to a lesser degree Chimeratech Fortress Dragon.

So just to prove how broken it is, I'll post 2 decks, all centered around Future Fusion (in the new format of course).



First out is Machine.
Credits to DSummon at Duelingdays for the original idea.

3 Jinzo
3 Jinzo - Returner
3 Karakuri Barrel mdl 96 "Shinkuro"
1 Karakuri Strategist mdl 248 "Nishipachi"
1 Karakuri Ninja mdl 919 "Kuick"
1 Sangan
3 Armageddon Knight
2 Junk Synchron
2 Cyber Dragon
2 Synchro Fusionist
1 Plaguespreader Zombie

1 Future Fusion
1 Reinforcements of the Army
1 Allure of Darkness
1 Heavy Storm
1 Pot of Avarice
2 Pot of Duality
1 Foolish Burial
1 Monster Reborn
1 Limiter Removal
3 Mystical Space Typhoon
2 Magical Mallet

3 Royal Decree

3 Karakuri Steel Shogun mdl 00X "Bureido"
1 Karakuri Shogun mdl 00 "Burei"
1 Stardust Dragon
1 Scrap Dragon
1 Brionac, Dragon of the Ice Barrier
1 T.G. Hyper Librarian
1 Ally of Justice Catastor
1 Black Rose Dragon
1 Chimeratech Fortress Dragon
1 Chimeratech Overdragon
1 Inverz Roach 
1 Empty Space Sea Serpent Leviair
1 No. 39 Aspiring Emperor Hope


If the combo is not obvious, pull Future Fusion and dump for 3 Jinzo. Then use either Plaguespreader or Shinkuro to summon Steel Shogun, drop a new Shinkuro and so on, then draw 3 after Nishipachi.
If you turn 1 drop Synchro Fusionist to the grave you can use Junk Synchron to pull Hyper Librarian, the draw an additional 3 cards (3 from Librarian when you Synchro Summon 3 Bureido)
and 3 from Bureido when finishing of with Nishipachi. If you feel insecure tune Librarian and Nishipachi to Stardust.

Happy time pulling an OTK.